#pragma once #include "al/scene/ISceneObj.h" #include "al/scene/SceneObjHolder.h" #include "al/util/AudioUtil.h" #include "al/util/ControllerUtil.h" #include "al/util/GraphicsUtil.h" #include "al/util/LayoutUtil.h" #include "al/util/LiveActorUtil.h" #include "al/util/MathUtil.h" #include "al/util/NerveUtil.h" #include "al/util/CameraUtil.h" #include "al/util/KitUtil.h" namespace al { class LiveActor; class AreaObj; } #include #include #include #include #include #include "al/scene/Scene.h" #include "al/PlayerHolder/PlayerHolder.h" #include "al/audio/AudioKeeper.h" #include "al/camera/Projection.h" #include "al/camera/CameraTargetBase.h" #include "al/layout/IUseLayout.h" #include "al/layout/LayoutKit.h" #include "al/layout/LayoutActor.h" #include "al/sensor/SensorMsg.h" #include "al/stage/StageInfo.h" #include "al/area/AreaObjGroup.h" #include "al/async/FunctorBase.h" #include "al/execute/ExecuteDirector.h" #include "game/Player/PlayerActorHakoniwa.h" #include "agl/DrawContext.h" #include "nn/ui2d/Texture.h" #include "types.h" template al::LiveActor* createActorFunction(const char *name); namespace al { // getters struct SceneMsgCtrl; sead::Vector3f *getCameraUp(al::IUseCamera const *, int); sead::Vector3f *getScale(al::LiveActor const *); float *getScaleX(al::LiveActor const *); float *getScaleY(al::LiveActor const *); float *getScaleZ(al::LiveActor const *); al::PlayerHolder *getScenePlayerHolder(al::Scene const *); PlayerActorBase *getPlayerActor(al::LiveActor const *, int); PlayerActorBase *tryGetPlayerActor(al::PlayerHolder const *, int); sead::Heap *getCurrentHeap(void); sead::Heap* getStationedHeap(); sead::Heap* getSequenceHeap(); sead::Heap* getSceneHeap(); al::Projection *getProjection(al::IUseCamera const *, int); int getSubActorNum(al::LiveActor const *); al::LiveActor *getSubActor(al::LiveActor const *, const char *); al::LiveActor *tryGetSubActor(al::LiveActor const *, const char *); al::LiveActor *getSubActor(al::LiveActor const *, int); int getPlayerControllerPort(int); char const *getActionName(al::LiveActor const *); char const *getActionFrame(al::LiveActor const *); bool isSklAnimExist(al::LiveActor const *, const char *); bool clearSklAnimInterpole(al::LiveActor *); // setters void setTransY(al::LiveActor *, float); void setTrans(al::LiveActor *, sead::Vector3f const &); void setScale(al::LiveActor *, sead::Vector3f const &); void setScale(al::LiveActor *, float, float, float); void setScaleAll(al::LiveActor *, float); void setScaleX(al::LiveActor *, float); void setScaleY(al::LiveActor *, float); void setScaleZ(al::LiveActor *, float); void setGravity(al::LiveActor const *, sead::Vector3f const &); void setFront(al::LiveActor *, sead::Vector3f const &); void setQuat(al::LiveActor *, const sead::Quatf &); void setVelocityZero(al::LiveActor *); void setEffectParticleScale(al::IUseEffectKeeper *actor, char const *effectName, float scale); // layout stuff al::LayoutInitInfo *getLayoutInitInfo(al::ActorInitInfo const&); void requestCaptureRecursive(al::LayoutActor const*); void startAction(IUseLayoutAction*, const char *, const char *); bool isActionPlaying(al::IUseLayoutAction *, const char *action, const char *group); bool isActionEnd(al::IUseLayoutAction const*, char const*); void setPaneTexture(al::IUseLayout *, char const *, nn::ui2d::TextureInfo const *); void setPaneString(al::IUseLayout *layout, char const *paneName, char16_t const *, ushort); void setPaneStringFormat(al::IUseLayout *layout, char const *paneName, char const *format,...); void setPaneLocalTrans(al::IUseLayout *layout, const char *paneName, sead::Vector3f const &); void setPaneLocalTrans(al::IUseLayout *layout, const char *paneName, sead::Vector2f const &); void setPaneLocalSize(al::IUseLayout *layout, const char *paneName, sead::Vector2f const &); void setPaneLocalScale(al::IUseLayout *layout, const char *paneName, sead::Vector2f const &); void setPaneLocalRotate(al::IUseLayout *layout, const char *paneName, sead::Vector3f const &); sead::Vector3f &getPaneLocalTrans(const al::IUseLayout *layout, const char *paneName); void getPaneLocalSize(sead::Vector2f *, const al::IUseLayout *layout, const char *paneName); sead::Vector2f &getPaneLocalScale(const al::IUseLayout *layout, const char *paneName); sead::Vector3f &getPaneLocalRotate(const al::IUseLayout *layout, const char *paneName); bool killLayoutIfActive(al::LayoutActor *); // camera stuff void setCameraTarget(al::IUseCamera *, al::CameraTargetBase *); // calc functions f32 calcDistance(al::LiveActor const *, al::LiveActor const*); // calculates distance between two actors f32 calcDistance(al::LiveActor const *, sead::Vector3f const&); // calculates distance between an actor and a position in the world void calcFrontDir(sead::Vector3f *result, al::LiveActor const *actor); // velocity stuff void addVelocity(al::LiveActor *,sead::Vector3f const&); void setVelocity(al::LiveActor *,sead::Vector3f const&); void scaleVelocityExceptDirection(al::LiveActor *,sead::Vector3f const&, float); void addVelocityToGravity(al::LiveActor *, float); // animation stuff void startVisAnimForAction(al::LiveActor*, char const*); void startVisAnim(al::LiveActor *, char const *); void startMtpAnim(al::LiveActor *, char const *); void startMclAnim(al::LiveActor *, char const *); float getSklAnimBlendWeight(al::LiveActor const*,int); void setSklAnimBlendWeight(al::LiveActor *,float,int); void setSklAnimBlendWeightDouble(al::LiveActor *, float); void setSklAnimBlendWeightDouble(al::LiveActor *, float,float); void setSklAnimBlendWeightTriple(al::LiveActor *, float,float,float); void setSklAnimBlendWeightQuad(al::LiveActor *, float,float,float,float); void setSklAnimBlendWeightFivefold(al::LiveActor *,float,float,float,float,float); void setSklAnimBlendWeightSixfold(al::LiveActor *, float,float,float,float,float,float); void offCalcAnim(al::LiveActor *); void onCalcAnim(al::LiveActor*); bool isVisAnimExist(const al::LiveActor *, const char *); bool isMtpAnimExist(const al::LiveActor *, const char *); bool isMclAnimExist(const al::LiveActor *, const char *); bool isActionEnd(al::LiveActor const *); bool isActionPlaying(al::LiveActor const *, char const *); bool tryStartActionSubActorAll(al::LiveActor *, char const *); bool tryStartActionIfNotPlaying(al::LiveActor*, char const*); bool tryStartAction(al::LiveActor *, char const *); void startAction(al::LiveActor *, char const *); const char * getPlayingSklAnimName(const al::LiveActor *actor, int index); bool tryStartSklAnimIfNotPlaying(al::LiveActor *actor, const char * animName); bool tryStartSklAnimIfExist(al::LiveActor *actor, const char * animName); // byml stuff bool tryGetByamlU8(uchar *,al::ByamlIter const&,char const*); bool tryGetByamlU16(ushort *,al::ByamlIter const&,char const*); bool tryGetByamlS16(short *,al::ByamlIter const&,char const*); bool tryGetByamlS32(int *,al::ByamlIter const&,char const*); bool tryGetByamlU32(uint *,al::ByamlIter const&,char const*); bool tryGetByamlS64(long *,al::ByamlIter const&,char const*); bool tryGetByamlU64(ulong *,al::ByamlIter const&,char const*); bool tryGetByamlF32(float *,al::ByamlIter const&,char const*); bool tryGetByamlV2f(sead::Vector2 *,al::ByamlIter const&); bool tryGetByamlV3f(sead::Vector3 *,al::ByamlIter const&); bool tryGetByamlV4f(sead::Vector4 *,al::ByamlIter const&); bool tryGetByamlScale(sead::Vector3 *,al::ByamlIter const&); bool tryGetByamlV2s32(sead::Vector2 *,al::ByamlIter const&); bool tryGetByamlV3s32(sead::Vector3 *,al::ByamlIter const&); bool tryGetByamlBox3f(sead::BoundBox3 *,al::ByamlIter const&); bool tryGetByamlV3f(sead::Vector3 *,al::ByamlIter const&,char const*); bool tryGetByamlV2f(sead::Vector2 *,al::ByamlIter const&,char const*); bool tryGetByamlV4f(sead::Vector4 *,al::ByamlIter const&,char const*); bool tryGetByamlScale(sead::Vector3 *,al::ByamlIter const&,char const*); bool tryGetByamlV2s32(sead::Vector2 *,al::ByamlIter const&,char const*); bool tryGetByamlV3s32(sead::Vector3 *,al::ByamlIter const&,char const*); bool tryGetByamlBox3f(sead::BoundBox3 *,al::ByamlIter const&,char const*); bool tryGetByamlString(char const**,al::ByamlIter const&,char const*); bool tryGetByamlColor(sead::Color4f *,al::ByamlIter const&); bool tryGetByamlColor(sead::Color4f *,al::ByamlIter const&,char const*); bool tryGetByamlBool(bool *,al::ByamlIter const&,char const*); const char * tryGetByamlKeyStringOrNULL(al::ByamlIter const&,char const*); bool tryGetByamlKeyIntOrZero(al::ByamlIter const&,char const*); bool tryGetByamlKeyU32OrZero(al::ByamlIter const&,char const*); bool tryGetByamlKeyFloatOrZero(al::ByamlIter const&,char const*); bool tryGetByamlKeyBoolOrFalse(al::ByamlIter const&,char const*); bool tryGetByamlIterByKey(al::ByamlIter *,al::ByamlIter const&,char const*); bool tryGetByamlKeyAndIntByIndex(char const**,int *,al::ByamlIter const&,int); // nerve stuff bool isLessStep(al::IUseNerve const*,int); // checks if the current nerve has been activated for a certain amount of frames(?) bool isFirstStep(al::IUseNerve const *); bool isNerve(al::IUseNerve const*, al::Nerve const*); void setNerve(al::IUseNerve *,al::Nerve const*); // effect stuff void emitEffect(al::IUseEffectKeeper *effectKeeper, char const *effectName, sead::Vector3f const *effectPosition); bool tryEmitEffect(al::IUseEffectKeeper *effectKeeper, char const *effectName, sead::Vector3f const *effectPosition); void tryDeleteEffect(al::IUseEffectKeeper *effectKeeper, char const *effectName); // sensor stuff // enum SensorType { // Unknown, // 0 // Player, // 1 // PlayerAttack, // 2 // PlayerFoot // 3 // }; al::HitSensor *getHitSensor(al::LiveActor const *host, char const *name); al::LiveActor *getSensorHost(al::HitSensor const *); void invalidateHitSensors(al::LiveActor *); void validateHitSensors(al::LiveActor *); void invalidateHitSensor(al::LiveActor *, const char *); void validateHitSensor(al::LiveActor *, const char *); void addHitSensor(al::LiveActor *actor, al::ActorInitInfo const &initInfo, char const *sensorName, uint typeEnum, float radius, ushort maxCount, sead::Vector3f const& position); bool isMsgPlayerTrampleReflect(al::SensorMsg const *); bool isSensorPlayerAttack(al::HitSensor const *targetSensor); bool sendMsgPlayerHipDropKnockDown(al::HitSensor *target, al::HitSensor *source); // audio void tryPauseBgmIfLowPriority(al::IUseAudioKeeper const *keeper, const char *audioName, int unk); // player stuff void getClassName(const char **namePtr, const al::ActorInitInfo &info); void getDisplayName(const char **namePtr, const al::ActorInitInfo &info); // stage switch stuff // stage init stuff bool tryInitPlacementSingleObject(al::Scene*, al::ActorInitInfo const&, int, char const*, char const*); bool tryInitPlacementSingleObject(al::Scene *,al::ActorInitInfo const&,int,char const*); al::StageInfo *getStageInfoMap(al::Scene const*,int); void tryGetPlacementInfoAndCount(al::PlacementInfo *, int *, al::StageInfo const*, char const*); void getPlacementInfoByIndex(al::PlacementInfo*, al::PlacementInfo const&, int); bool tryGetPlacementId(al::PlacementId *pId, al::PlacementInfo const &placement); //{ return pId->init(placement); }; bool tryGetPlacementId(al::PlacementId *pId, al::ActorInitInfo const &placement); void getObjectName(const char **namePtr, const al::PlacementInfo &placementInfo); void getObjectName(const char **namePtr, const al::ActorInitInfo &placementInfo); bool tryGetObjectName(const char **namePtr, const al::PlacementInfo &placementInfo); bool tryGetObjectName(const char **namePtr, const al::ActorInitInfo &placementInfo); bool tryGetStringArg(const char **namePtr, const al::PlacementInfo &info, const char *key); bool tryGetStringArg(const char **namePtr, const al::ActorInitInfo &info, const char *key); bool tryGetClassName(const char **namePtr, const al::PlacementInfo &info); bool tryGetClassName(const char **namePtr, const al::ActorInitInfo &info); bool tryGetDisplayName(const char **namePtr, const al::PlacementInfo &info); bool tryGetDisplayName(const char **namePtr, const al::ActorInitInfo &info); bool tryGetTrans(sead::Vector3f *, al::PlacementInfo const&); // scene init void initPlacementObjectMap(al::Scene *, al::ActorInitInfo const &, char const *); void initPlacementObjectDesign(al::Scene *, al::ActorInitInfo const &, char const *); void initPlacementObjectSound(al::Scene *, al::ActorInitInfo const &, char const *); LiveActor* createPlacementActorFromFactory(al::ActorInitInfo const&, al::PlacementInfo const*); // layout init stuff void initLayoutActor(al::LayoutActor *,al::LayoutInitInfo const&,char const*,char const*); // actor init stuff bool tryGetArg(int *, al::ActorInitInfo const&, char const*); bool tryGetArg(int *, al::PlacementInfo const&, char const*); bool tryGetArg(float *, al::ActorInitInfo const&, char const*); bool tryGetArg(float *, al::PlacementInfo const&, char const*); bool tryGetArg(bool *, al::ActorInitInfo const&, char const*); bool tryGetArg(bool *, al::PlacementInfo const&, char const*); bool tryGetArgV3f(sead::Vector3 *,al::ActorInitInfo const&, char const*); bool tryGetArgV3f(sead::Vector3 *,al::PlacementInfo const&, char const*); bool tryGetArgV2f(sead::Vector2 *,al::ActorInitInfo const&, char const*); bool tryGetArgV2f(sead::Vector2 *,al::PlacementInfo const&, char const*); void registerExecutorFunctor(char const *, al::ExecuteDirector *, al::FunctorBase const &); void initExecutorPlayer(al::LiveActor *,al::ActorInitInfo const&); void initExecutorPlayerPreMovement(al::LiveActor *,al::ActorInitInfo const&); void initExecutorPlayerMovement(al::LiveActor *,al::ActorInitInfo const&); void initExecutorPlayerModel(al::LiveActor *,al::ActorInitInfo const&); void initExecutorPlayerDecoration(al::LiveActor *,al::ActorInitInfo const&); void initExecutorModelUpdate(al::LiveActor *, al::ActorInitInfo const &); void initActorWithArchiveName(al::LiveActor *actor, al::ActorInitInfo const &initInfo, sead::SafeString const &archiveName, char const *suffix); void initExecutorUpdate(al::LiveActor *,al::ActorInitInfo const&, const char *); void initExecutorDraw(al::LiveActor *,al::ActorInitInfo const&, const char *); void initActor(al::LiveActor *, al::ActorInitInfo const&); void initActorCommon(al::LiveActor *actor, al::ActorInitInfo const &info, char const *dataFolder, char const *archiveName, char const *suffix); // not a real symbol void initActorSuffix(al::LiveActor*, al::ActorInitInfo const&, char const*); void initActorInitInfo(al::ActorInitInfo *,al::Scene const*,al::PlacementInfo const*,al::LayoutInitInfo const*,al::ActorFactory const*,al::SceneMsgCtrl *,GameDataHolderBase *); // misc void readSaveDataSync(const char* dataFile, uint, uint); bool isSuccessSaveDataSequence(); void validateCollisionParts(al::LiveActor*); void invalidateCollisionParts(al::LiveActor *); bool isExistCollisionParts(const al::LiveActor *); void copyPose(al::LiveActor *from, const al::LiveActor *to); void hideModelIfShow(al::LiveActor *); void showModelIfHide(al::LiveActor *); void invalidateClipping(al::LiveActor *); void validateClipping(al::LiveActor *); void hideSilhouetteModelIfShow(al::LiveActor *); bool isExistDitherAnimator(const al::LiveActor *); void validateDitherAnim(al::LiveActor *); void invalidateDitherAnim(al::LiveActor *); bool isHideModel(const al::LiveActor *); bool isDead(const al::LiveActor *); bool isAlive(const al::LiveActor *); char16_t *getSystemMessageString(al::IUseMessageSystem const *, char const *, char const *); void initPlacementByStageInfo(al::StageInfo const *, char const *, al::ActorInitInfo const &); al::AreaObjGroup *tryFindAreaObjGroup(al::IUseAreaObj const *, const char *areaName); sead::DrawContext *getSceneDrawContext(al::Scene const*); // these two things are all thats needed to setup text writer in the right context sead::LogicalFrameBuffer *getSceneFrameBufferMain(al::Scene const*); int getLayoutDisplayWidth(); int getLayoutDisplayHeight(); void executeDraw(al::LayoutKit const *, char const *); bool isExistFile(sead::SafeString const &filePath); al::StageInfo *getStageInfoMap(al::Scene const*,int); bool isVisAnimExist(const al::LiveActor *, const char *); bool isInAreaObj(al::LiveActor const *, const char *); al::AreaObj *tryFindAreaObj(al::LiveActor const *, const char *); void tryGetAreaObjArg(int *, al::AreaObj const *, const char *); void tryGetAreaObjArg(float *, al::AreaObj const *, const char *); void tryGetAreaObjArg(bool *, al::AreaObj const *, const char *); void tryGetAreaObjStringArg(const char **, al::AreaObj const *, const char *); void offCollide(al::LiveActor *); void onCollide(al::LiveActor *); bool tryStartSe(al::IUseAudioKeeper const *, sead::SafeStringBase const &); void startSe(al::IUseAudioKeeper const *, sead::SafeStringBase const &); void startHitReaction(al::LiveActor const *, char const*); bool isInDeathArea(al::LiveActor const *); void calcCameraUpDir(sead::Vector3f *, al::IUseCamera const*, int); const unsigned char *tryGetBymlFromArcName(sead::SafeStringBase const &, sead::SafeStringBase const &); class ActorInitInfo; bool getArg(int *, const al::ActorInitInfo &, const char *); bool isActiveDemo(const al::Scene *); bool isEqualString(char const *, char const *); bool isEqualString(sead::SafeStringBase const &, sead::SafeStringBase const &); bool isEqualSubString(char const *, char const *); bool isOnGround(al::LiveActor const*, uint); bool isActiveDemo(al::Scene const *); bool isInWaterPos(al::LiveActor const*, sead::Vector3f const &); // interpolation functions void lerpVec(sead::Vector3f *result, sead::Vector3f const& from, sead::Vector3f const& to, float rate); void slerpQuat(sead::Quatf *result, sead::Quatf const& from, sead::Quatf const& to, float rate); // dither anim stuff bool isExistDitherAnimator(al::LiveActor const *); void stopDitherAnimAutoCtrl(al::LiveActor *); void restartDitherAnimAutoCtrl(al::LiveActor *); void validateDitherAnim(al::LiveActor *); void invalidateDitherAnim(al::LiveActor *); float getDitherAnimNearClipStartDistance(al::LiveActor const *); float getDitherAnimNearClipEndDistance(al::LiveActor const *); void setDitherAnimSphereRadius(al::LiveActor *, float); void setDitherAnimBoundingBox(al::LiveActor *, sead::Vector3f const&); void setDitherAnimMaxAlpha(al::LiveActor *, float); void setDitherAnimClippingJudgeLocalOffset(al::LiveActor *, sead::Vector3f const&); void setDitherAnimClippingJudgeParam(al::LiveActor *, const char *); }